Of late I've been working on various errors found by my bug testers. Many minor and major bugs have been found and corrected. There are probably more yet to be found.

The majority of my time of late has been spent on the save game feature of the game. Its the most anoying and frustrating thing I've had to do for this game.

Its a bit complex feature for this game since the ships have so many scripts that affect their behaviour and all other various scripts thatr make up the game.

Ships have different weapons, modules etc. A Pain In My Royal Ass.Its currently a bit time consuming to save and load. At the max its taking about 20 seconds to load a save game. I have some ideas to to cut that time down. The save game feature is now working, but there are probably some bugs in it, hopefully no game breakers.

For those who are interested, the method I use is to save the state of a scene in a seperate file. Allplayer data in its own file, ships, captains, modules etc. The save game feature goes recursively through each Game object marked for save and saves its data. This data includes scripts and transforms,rigidbody etc.This allows for easy addition of new scripts and objects, but Its a bit time consuming in usage.Specific data or more complex ones are saved more directly.

I've promised myself that the next game I will work on will be designed first most with a save game function in mind!

The game is reaching a feature freeze phase.We will not be adding any more features to the game as of now, we will only be adding the final touches to the hacking feature of the game.

Its time to start adding content.The first place we have added is the Neferis Graveyard. “The Neferis debris field or graveyard is a battle site filled with flotsam, derelicts and vestiges of spaceships. It is around this location that a century ago the Terran Alliance fought and routed an ruined faction knows as Carthago.” The Neferis Graveyard is a place for scavengers, pirates and insane A.I.s Unlike the first scene its open black space, where your radar range is much greater. Combat is fought at longer distances, often with nothing to hide behind. Its easier to dodge incoming cannon rounds.

We are aiming to have 6 large areas for the player to explore, along with 4 to 5 minorones.If we have enough time we will add more areas.